Seinfeldhttps://apextab.com/leaderboards-PC-Bloodhound
top 100 bloodhound (77th) LFT esports org
websites jank as fuck
[quote=Seinfeld]https://apextab.com/leaderboards-PC-Bloodhound
top 100 bloodhound (77th) LFT esports org[/quote]
websites jank as fuck
guys i made a cool YT video on apex please smash the subscribe button
https://youtu.be/DUJGb1fZS3o
guys i made a cool YT video on apex please smash the subscribe button
[youtube]https://youtu.be/DUJGb1fZS3o[/youtube]
https://clips.twitch.tv/BombasticCarefulHornetTwitchRPG
so there's twitch prime loot in the game now but apparently anyone can claim it by putting "twitch_prime_linked 1" in launch options
so there's twitch prime loot in the game now but apparently anyone can claim it by putting "twitch_prime_linked 1" in launch options
its "+twitch_prime_linked 1"
its "+twitch_prime_linked 1"
Pog
https://clips.twitch.tv/SmilingHelpfulMallardChefFrank
[quote=Max_]Pog
https://clips.twitch.tv/SmilingHelpfulMallardChefFrank[/quote]
shroud destroyed max about 5 seconds later
edit: https://clips.twitch.tv/AstuteJollyPizzaHeyGuys
driftaso there's twitch prime loot in the game now but apparently anyone can claim it by putting "twitch_prime_linked 1" in launch options
Loopits "+twitch_prime_linked 1"
lmao this actually still works
Nute
[quote=drifta]so there's twitch prime loot in the game now but apparently anyone can claim it by putting "twitch_prime_linked 1" in launch options[/quote]
[quote=Loop]its "+twitch_prime_linked 1"[/quote]
lmao this actually still works
Nute
[img]https://i.imgur.com/qmVpFu1.jpg[/img]
Another highlight
[img]https://i.imgur.com/cLq7CDK.jpg[/img]
https://clips.twitch.tv/FurryBumblingHamNotLikeThis
https://clips.twitch.tv/ThoughtfulRacyHummingbirdCmonBruh
apparently if u hold G with a high sens and shaking violently u either slam down on the ground like a meteor or rocket up to the skybox
(BEWARE: https://www.youtube.com/watch?v=SNoGa6EJRFo&feature=youtu.be)
https://clips.twitch.tv/ThoughtfulRacyHummingbirdCmonBruh
apparently if u hold G with a high sens and shaking violently u either slam down on the ground like a meteor or rocket up to the skybox
(BEWARE: https://www.youtube.com/watch?v=SNoGa6EJRFo&feature=youtu.be)
I was also told some people may have been banned for doing the infinite flying glitch, but I'm not 100% sure on how true that is. For now I think it's way too much of a cheat and should be fixed immediately so I'm not bothering using it anyways
I was also told some people may have been banned for doing the infinite flying glitch, but I'm not 100% sure on how true that is. For now I think it's way too much of a cheat and should be fixed immediately so I'm not bothering using it anyways
[img]https://cdn.discordapp.com/attachments/340017717568339989/548772962040414209/image0.png[/img]
it was patched faster than the twitch prime console trick, big sad
https://i.imgur.com/PQTcz9q.jpg
DUDE WTF LOL, THESE HAVE APPARENTLY A BELOW 1% CHANCE OF DROPPING AND I GOT IT ON MY 2ND CASE
[img]https://i.imgur.com/PQTcz9q.jpg[/img] DUDE WTF LOL, THESE HAVE APPARENTLY A BELOW 1% CHANCE OF DROPPING AND I GOT IT ON MY 2ND CASE
whitelake DUDE WTF LOL, THESE HAVE APPARENTLY A BELOW 1% CHANCE OF DROPPING AND I GOT IT ON MY 2ND CASE
very cool!
[quote=whitelake] DUDE WTF LOL, THESE HAVE APPARENTLY A BELOW 1% CHANCE OF DROPPING AND I GOT IT ON MY 2ND CASE[/quote]
very cool!
vladwhitelake DUDE WTF LOL, THESE HAVE APPARENTLY A BELOW 1% CHANCE OF DROPPING AND I GOT IT ON MY 2ND CASE
very cool!
wow, Thank U man : ) I was Rly happy When I saw it !!
[quote=vlad][quote=whitelake] DUDE WTF LOL, THESE HAVE APPARENTLY A BELOW 1% CHANCE OF DROPPING AND I GOT IT ON MY 2ND CASE[/quote]
very cool![/quote]
wow, Thank U man : ) I was Rly happy When I saw it !!
https://www.youtube.com/watch?v=leGjpfA0sAI&feature=youtu.be
[img]https://cdn.discordapp.com/attachments/547988183875584001/551567416585617432/unknown.png[/img]
gonna have to question why you're carrying a havoc and a triple take, sir.
gonna have to question why you're carrying a havoc and a triple take, sir.
twiikuugonna have to question why you're carrying a havoc and a triple take, sir.
pub
[quote=twiikuu]gonna have to question why you're carrying a havoc and a triple take, sir.[/quote]
pub
rofl @ the people earlier in this thread saying this game will fail
rofl @ the people earlier in this thread saying this game will fail
Did anyone say that? I feel like the general mood was that the game looked interesting but people were worried about the game’s future business model under a company with the reputation that EA holds. Hoping for the best but reservations about history repeating itself with EA.
Did anyone say that? I feel like the general mood was that the game looked interesting but people were worried about the game’s future business model under a company with the reputation that EA holds. Hoping for the best but reservations about history repeating itself with EA.
BrimstoneDid anyone say that? I feel like the general mood was that the game looked interesting but people were worried about the game’s future business model under a company with the reputation that EA holds. Hoping for the best but reservations about history repeating itself with EA.
^this
Not to mention the untold legions of player who're literally crashing constantly. Just having discord open not using it causes me to crash at least once per hour, using it with a full squad of 3 with any fps cap that's more than 100 or entirely uncapped is literally every game I don't die within the first couple minutes of landing.
I've tried literally everything their community troubleshooting guide has in it at this point issue still occurs though a lot less if you have absolutely nothing open in the background, fps_max 75, no cpu/ram/gpu overclocks, etc etc etc.
I can't remember a single game were at least 4 people didn't crash/dc before anyone even left the dropship.
Edit
I know I used the word literally a lot but I do want emphasize that I do actually mean LITERALLY
Other quirks for this game
https://clips.twitch.tv/KathishIntelligentMoosePhilosoraptor
https://i.imgur.com/GLddTGj.png the last frame.
The last peacekeeper shot of mine, in the very last frame before I died it shows my peacekeeper having gone down to 0 ammo from 1. Show my projectiles hitting the lifeline and the blood mist starting to form around the lifeline.
server has me as dead before my shot fired.
^solid evidence that the client renders projectiles and even hits before they even exist on the server
Also if you slow down clips/vods of gameplay with a lot of SMGs/ARs you'll notice that the client will render some tracers as red and some as yellow. Nearly all projectiles that will count as a hit will have a red tracer even if the bullet hasn't necessarily hit the model yet.
[quote=Brimstone]Did anyone say that? I feel like the general mood was that the game looked interesting but people were worried about the game’s future business model under a company with the reputation that EA holds. Hoping for the best but reservations about history repeating itself with EA.[/quote]
^this
Not to mention the untold legions of player who're literally crashing constantly. Just having discord open not using it causes me to crash at least once per hour, using it with a full squad of 3 with any fps cap that's more than 100 or entirely uncapped is literally every game I don't die within the first couple minutes of landing.
I've tried literally everything their community troubleshooting guide has in it at this point issue still occurs though a lot less if you have absolutely nothing open in the background, fps_max 75, no cpu/ram/gpu overclocks, etc etc etc.
I can't remember a single game were at least 4 people didn't crash/dc before anyone even left the dropship.
[i]Edit[/i]
I know I used the word literally a lot but I do want emphasize that I do actually mean LITERALLY
Other quirks for this game
https://clips.twitch.tv/KathishIntelligentMoosePhilosoraptor
https://i.imgur.com/GLddTGj.png the last frame.
The last peacekeeper shot of mine, in the very last frame before I died it shows my peacekeeper having gone down to 0 ammo from 1. Show my projectiles hitting the lifeline and the blood mist starting to form around the lifeline.
server has me as dead before my shot fired.
^solid evidence that the client renders projectiles and even hits before they even exist on the server
Also if you slow down clips/vods of gameplay with a lot of SMGs/ARs you'll notice that the client will render some tracers as red and some as yellow. Nearly all projectiles that will count as a hit will have a red tracer even if the bullet hasn't necessarily hit the model yet.
Comanglia
Isn't that pretty much expected at this point? CS:GO and TF2 both have different spreads calculated server-side vs client-side, for good reason, and we've all experienced "spark shots" in TF2, as well as your rocket making the firing sound but never coming out before you die. CS:GO has the tracers and bullet decals landing in places where they're not actually getting shot, and blood decals/particle effects being drawn without a hit actually being registered. I've pretty much come to expect that most multiplayer shooters do this kinda stuff, and it sucks, but I feel like it's an unfortunate necessity.
The game instability issues on the other hand, that sucks ass. Hopefully that gets fixed quickly. I haven't had any problems personally but I've seen people posting around on various platforms that it's been an issue.
[quote=Comanglia][/quote]
Isn't that pretty much expected at this point? CS:GO and TF2 both have different spreads calculated server-side vs client-side, for good reason, and we've all experienced "spark shots" in TF2, as well as your rocket making the firing sound but never coming out before you die. CS:GO has the tracers and bullet decals landing in places where they're not actually getting shot, and blood decals/particle effects being drawn without a hit actually being registered. I've pretty much come to expect that most multiplayer shooters do this kinda stuff, and it sucks, but I feel like it's an unfortunate necessity.
The game instability issues on the other hand, that sucks ass. Hopefully that gets fixed quickly. I haven't had any problems personally but I've seen people posting around on various platforms that it's been an issue.
ComangliaOther quirks for this game
https://clips.twitch.tv/KathishIntelligentMoosePhilosoraptor
https://i.imgur.com/GLddTGj.png the last frame.
The last peacekeeper shot of mine, in the very last frame before I died it shows my peacekeeper having gone down to 0 ammo from 1. Show my projectiles hitting the lifeline and the blood mist starting to form around the lifeline.
server has me as dead before my shot fired.
^solid evidence that the client renders projectiles and even hits before they even exist on the server
Ye, that's client-side prediction (followed by lag compensation on the authoritative server)
To maintain the illusion that you're playing in the same world as other players, at the same moment as other players, your game client shows you what you're doing in real-time without asking if the server agrees first, when the server and the client disagree on what's happening, the server always decides what is the outcome and the client tries its best to show you what actually happened (depending on implementation). There's no real good way to convey all of this in a very short amount of time, so the client will just lie to your face about what happened, even though it feels like you're being cheated on.
Also if you slow down clips/vods of gameplay with a lot of SMGs/ARs you'll notice that the client will render some tracers as red and some as yellow. Nearly all projectiles that will count as a hit will have a red tracer even if the bullet hasn't necessarily hit the model yet.
Considering the speed of bullets and max acceleration of players, you can be pretty much certain >90% of the time about the outcome of a bullet's trajectory, what I imagine they do is, when you shoot, run the simulation for a couple frames in the future, extrapolating where the bullets and players will be, and picking the wanted color.
Those are quirks to all multiplayer games based on the Quake 3 networking model, some games hide it better than others, it seems that the low tickrate and high simulation load of Apex Legends makes it easier to notice.
If they haven't already, they can spend the time working on load and network optimization (they probably should hire Glenn Fiedler one more time), which will let them push for higher tickrates. Don't forget that the average internet connection plays a huge role in how much they can push to clients, I'm willing to bet most of their playerbase is running on ~2mbps, that quickly gets clogged up.
[quote=Comanglia]
Other quirks for this game
https://clips.twitch.tv/KathishIntelligentMoosePhilosoraptor
https://i.imgur.com/GLddTGj.png the last frame.
The last peacekeeper shot of mine, in the very last frame before I died it shows my peacekeeper having gone down to 0 ammo from 1. Show my projectiles hitting the lifeline and the blood mist starting to form around the lifeline.
server has me as dead before my shot fired.
^solid evidence that the client renders projectiles and even hits before they even exist on the server
[/quote]
Ye, that's client-side prediction (followed by lag compensation on the authoritative server)
To maintain the illusion that you're playing in the same world as other players, at the same moment as other players, your game client shows you what you're doing in real-time without asking if the server agrees first, when the server and the client disagree on what's happening, the server always decides what is the outcome and the client tries its best to show you what actually happened (depending on implementation). There's no real good way to convey all of this in a very short amount of time, so the client will just lie to your face about what happened, even though it feels like you're being cheated on.
[quote]
Also if you slow down clips/vods of gameplay with a lot of SMGs/ARs you'll notice that the client will render some tracers as red and some as yellow. Nearly all projectiles that will count as a hit will have a red tracer even if the bullet hasn't necessarily hit the model yet.
[/quote]
Considering the speed of bullets and max acceleration of players, you can be pretty much certain >90% of the time about the outcome of a bullet's trajectory, what I imagine they do is, when you shoot, run the simulation for a couple frames in the future, extrapolating where the bullets and players will be, and picking the wanted color.
Those are quirks to all multiplayer games based on the Quake 3 networking model, some games hide it better than others, it seems that the low tickrate and high simulation load of Apex Legends makes it easier to notice.
If they haven't already, they can spend the time working on load and network optimization (they probably should hire Glenn Fiedler one more time), which will let them push for higher tickrates. Don't forget that the average internet connection plays a huge role in how much they can push to clients, I'm willing to bet most of their playerbase is running on ~2mbps, that quickly gets clogged up.
To me it seems like a waste of system resources just to change the color of a tracer before it hits, why run the extra extrapolation just to change something from yellow to red? It's a pretty small detail that can and probably does have a pretty big frame rate impact. Especially if there's a chance the server won't accept the hit as an actual hit.
It's also pretty dumb how easy it is to exploit certain glitches.
some dumb ones
alias +fastweaponswitch "+weaponcycle; +duck"
alias -fastweaponswitch "-weaponcycle; -duck"
alias +peacekeeper "+attack; +reload; +fastweaponswitch"
alias -peacekeeper "-attack; -reload; -fastweaponswitch"
bind +fastweaponswitch and +peacekeeper and exploiting the ultra fast fire is now easy af requiring 2 button presses.
alias +betterbhop "+jump; +melee"
alias -betterbhop "-jump; -melee"
just hold crouch and have +betterbhop bound to scroll, apparently helps preserve more momentum gain from crouch sliding and jumping + really helpful for just before you land on a long fall. sidenote if you actually punch someone during this you lose all momentum
really hope they fix the peacekeeper bullshit
To me it seems like a waste of system resources just to change the color of a tracer before it hits, why run the extra extrapolation just to change something from yellow to red? It's a pretty small detail that can and probably does have a pretty big frame rate impact. Especially if there's a chance the server won't accept the hit as an actual hit.
It's also pretty dumb how easy it is to exploit certain glitches.
some dumb ones
alias +fastweaponswitch "+weaponcycle; +duck"
alias -fastweaponswitch "-weaponcycle; -duck"
alias +peacekeeper "+attack; +reload; +fastweaponswitch"
alias -peacekeeper "-attack; -reload; -fastweaponswitch"
bind +fastweaponswitch and +peacekeeper and exploiting the ultra fast fire is now easy af requiring 2 button presses.
alias +betterbhop "+jump; +melee"
alias -betterbhop "-jump; -melee"
just hold crouch and have +betterbhop bound to scroll, apparently helps preserve more momentum gain from crouch sliding and jumping + really helpful for just before you land on a long fall. [i]sidenote if you actually punch someone during this you lose all momentum[/i]
really hope they fix the peacekeeper bullshit
ComangliaTo me it seems like a waste of system resources just to change the color of a tracer before it hits, why run the extra extrapolation just to change something from yellow to red? It's a pretty small detail that can and probably does have a pretty big frame rate impact.
Nah, most of the expensive shit happens during rendering. This is at most a couple of physics queries at most, aka just a bunch of math operations, those rarely take up time. Most of that is paid for anyways because of the client predicted model, the client runs the simulation (probably partially) to show it in real time.
[quote=Comanglia]To me it seems like a waste of system resources just to change the color of a tracer before it hits, why run the extra extrapolation just to change something from yellow to red? It's a pretty small detail that can and probably does have a pretty big frame rate impact.
[/quote]
Nah, most of the expensive shit happens during rendering. This is at most a couple of physics queries at most, aka just a bunch of math operations, those rarely take up time. Most of that is paid for anyways because of the client predicted model, the client runs the simulation (probably partially) to show it in real time.
reckon null movement script would be good in this. a d spam is strong
reckon null movement script would be good in this. a d spam is strong